Wednesday, 29 July 2009
Support Your Local Titan! Titans in Assault
Many people view Titans as unstoppable engines of destruction impervious to all harm - they see things like AV: 14/14/13, four shields, six structure points and guns galore and despair (good if you own said titan).
However one thing not on that list is a mighty close combat capacity - they hit hard, but with WS2, I1. Also they have a huge board footprint and are slow, making them easy to catch. Being walkers it is hard to plant a grenade on them, but mosterous creatures (Str+2D6 ap), other walkers (with DCCWs) and power / chain fist wielding freaks with with their likely superior WS will put a hurting on you.
The best things about being a titan and being assaulted is that the attacker needs to pass a morale check or cannot assult. Unfortunately most things that will be assaulting you are likely to be fearless. Also unless they are gargantuan or another SH walker, you won't be locked, so can blast those pesky ants into oblivion in your turn. The flip side is 99% of titan weapons are blasts, so not a terribly good thing to be firing at close range (the only good use for the VMB!).
So what to do?
Never despair! The key is in realising that while a Titan is a mighty engine of destruction, it is still but a part of your army. At a rough guide the points of your titan should be matched by 75% of supporting forces. By this I mean for a 1250pt Reaver, you should have around 900 points of Guard milling aroung at its feet to fend off counter attacks.
The best units for this in my opinion are Penal Legion squads and Sentinels. Penal Legionnaires are pretty cheap, stubborn, and with a good roll very effective in a fight.
Sentinels are great to screen against assaulters, as they are vehicles so can't be tank shocked out of the way (by that Land Raider filled with TH/SS termies), can have a good variety of weapons, and are pretty cheap. The most useful part from a more meta view is that they have large bases, so can deny a bigger area with fewer guys. Add in Apocalypse and each Sentinel can be a single unit, meaning each has to be shot at individually etc etc.
Other options are the Devil Dog (for some close range melta fun), Hydras, Russ Executioners for a fluffy bit of support, or LS Storms to mess with deep strikers. If you feel like playing hardball (and if you're bringing a titan you probably do), the classic Inquisitor with Mystic combo becomes a whole lot nastier when a titan gets free shots on you. Discouragement can be just as effective as annihilation.
The main thing is to deny the enemy the opportunity to get close enough to fire those meltas at close range and plant grenades. If all else fails try to convince them to play on a 10ft long table and not use flank march next time ;)
What to do when they do get close?
Pray to the dice gods to be kind? If your foe is smart, or you are reading this looking to take out a titan (boo hiss!), then they will try to blast a chunk in your screen and assault through that. Well if they really want to there's not much you can do about it really. Things like placing your titan in a set up with difficult / impassible terrain near it will allow you to predict the likely avenues of attack and fortify it more heavily.
Having multiple units nearby also means that you can take advantage of the enemy being unable to lock in with the titan. Shoot them as much as you can, the assault. Kill them great, tie them up on your turn - just as good. They're not hitting the titan, and that's what counts. Sacrificing that 80pt penal squad to a hopeless fight to save your 750pt Warhound for a turn? Sounds like a fair tradeoff to me.
What if they bring a Gargantuan Creature?
Crap your pants if they also took flank march. GCs are the absolute bane of titans - StrD weapons only do one wound at a time to them, they hit hard in assault, and (worst of all) lock SH walkers in assault. A titan that isn't shooting is as good as dead anyway. Another woe is that they can tank shock non-SH vehicles out of the way.
To counter a GC, try and keep as far away as possible (duh), but also try and have another superheavy to throw in its path. It may be expensive to drive a Baneblade infront of a Heirodule, but it won't be locked (not a walker) so can still shoot it in your turn should it survive the encounter. Plus it is a big obstacle to walk around.
The Titan Close Combat Weapon
Hitting at StrD? +3 attacks? Looks badass? There must be a catch.
There is - it's called Towering Monstrosity (for Reavers and Warlords). That means you can only hit other superheavies or GCs in assault with your shiney new toy. Sacrificing a huge amount of firepower is only recomended when you know you'll be facing a GC heavy opponent (or have a cunning plan of flank marching a SH gunline or some such). A very situational weapon, so its usefulness is questionable.
Looks cool though.
The Stompa
The Stompa deserves a seperate section, as it has the considerable advantage of being able to hit everything in assault with its TCC. It is also able to be loaded full of boyz, so in this case you want to rush the enemy with your titan.
Tactics are nice and simple - rush the Stompa forward, firing as you go surrounded by boyz and wagons. Put a Mek with KFF inside for a 4+ cover save and watch all the firepower you'll be attracting go to waste. The (fearless) horde surrounding you will deter all but the most persistant of assaults, and the Stompa can be used as a sledgehammer to drive into a foe, tankshocking vehicles and men out of the way to allow the rest of the boyz in for a stoush.
The Big Mek Stompa is more akin to the Imperial versions, but should still keep near the front of the attack. Being an Effigy of Gork (or possibly Mork) means the nearby boyz will all be fearless, so nice and difficult to kill.
In effect the Stompa is less a gun platform and more a giant battlewagon with bigger dakka and choppa.
Heirodoodles
Run forward, shoot things, eat other things. Do I really need to say this?
But in seriousness, it's all about priority. If your opponent sets down an Imperator on the far side of the board, don't worry. Flank march a 750pt Heirodule into it and laugh as his 4000pt monstrosity can't shoot or move as you just locked it in assault.
The flip side of the assault-lock tecnique is that it may become a tar-pit if you keep turning up 1s on the damage chart. None of the 'nid GCs have a StrD attack, so if the dice are not kind it can become a very protracted affair. However as I said earlier if the titan isn't shooting it might as well be dead, as it's out of the game.
You need to weigh up if you can afford the potential loss of a GC to keep it out of the game. A GC that isn't assaulting and killing lots of things is not living up to its potential. In the same way it may be better for the titan to kill the infantry and the meltagun vets to kill the Stompa, it may be better for the Heirodule to kill the infantry platoon in a massive multiple assault and let the Carnifexes chip away at the Warhound.
Summary
Shooty titans: avoid assault - put up a protective screen and be prepared to sacrifice units to tie up threats.
Assaulty things: Make sure that when you assault a SH or similar you shouldn't be using the prodigous killing power on more, seemingly less worthy, targets. Use them to support the rest of your army.
However one thing not on that list is a mighty close combat capacity - they hit hard, but with WS2, I1. Also they have a huge board footprint and are slow, making them easy to catch. Being walkers it is hard to plant a grenade on them, but mosterous creatures (Str+2D6 ap), other walkers (with DCCWs) and power / chain fist wielding freaks with with their likely superior WS will put a hurting on you.
The best things about being a titan and being assaulted is that the attacker needs to pass a morale check or cannot assult. Unfortunately most things that will be assaulting you are likely to be fearless. Also unless they are gargantuan or another SH walker, you won't be locked, so can blast those pesky ants into oblivion in your turn. The flip side is 99% of titan weapons are blasts, so not a terribly good thing to be firing at close range (the only good use for the VMB!).
So what to do?
Never despair! The key is in realising that while a Titan is a mighty engine of destruction, it is still but a part of your army. At a rough guide the points of your titan should be matched by 75% of supporting forces. By this I mean for a 1250pt Reaver, you should have around 900 points of Guard milling aroung at its feet to fend off counter attacks.
The best units for this in my opinion are Penal Legion squads and Sentinels. Penal Legionnaires are pretty cheap, stubborn, and with a good roll very effective in a fight.
Sentinels are great to screen against assaulters, as they are vehicles so can't be tank shocked out of the way (by that Land Raider filled with TH/SS termies), can have a good variety of weapons, and are pretty cheap. The most useful part from a more meta view is that they have large bases, so can deny a bigger area with fewer guys. Add in Apocalypse and each Sentinel can be a single unit, meaning each has to be shot at individually etc etc.
Other options are the Devil Dog (for some close range melta fun), Hydras, Russ Executioners for a fluffy bit of support, or LS Storms to mess with deep strikers. If you feel like playing hardball (and if you're bringing a titan you probably do), the classic Inquisitor with Mystic combo becomes a whole lot nastier when a titan gets free shots on you. Discouragement can be just as effective as annihilation.
The main thing is to deny the enemy the opportunity to get close enough to fire those meltas at close range and plant grenades. If all else fails try to convince them to play on a 10ft long table and not use flank march next time ;)
What to do when they do get close?
Pray to the dice gods to be kind? If your foe is smart, or you are reading this looking to take out a titan (boo hiss!), then they will try to blast a chunk in your screen and assault through that. Well if they really want to there's not much you can do about it really. Things like placing your titan in a set up with difficult / impassible terrain near it will allow you to predict the likely avenues of attack and fortify it more heavily.
Having multiple units nearby also means that you can take advantage of the enemy being unable to lock in with the titan. Shoot them as much as you can, the assault. Kill them great, tie them up on your turn - just as good. They're not hitting the titan, and that's what counts. Sacrificing that 80pt penal squad to a hopeless fight to save your 750pt Warhound for a turn? Sounds like a fair tradeoff to me.
What if they bring a Gargantuan Creature?
Crap your pants if they also took flank march. GCs are the absolute bane of titans - StrD weapons only do one wound at a time to them, they hit hard in assault, and (worst of all) lock SH walkers in assault. A titan that isn't shooting is as good as dead anyway. Another woe is that they can tank shock non-SH vehicles out of the way.
To counter a GC, try and keep as far away as possible (duh), but also try and have another superheavy to throw in its path. It may be expensive to drive a Baneblade infront of a Heirodule, but it won't be locked (not a walker) so can still shoot it in your turn should it survive the encounter. Plus it is a big obstacle to walk around.
The Titan Close Combat Weapon
Hitting at StrD? +3 attacks? Looks badass? There must be a catch.
There is - it's called Towering Monstrosity (for Reavers and Warlords). That means you can only hit other superheavies or GCs in assault with your shiney new toy. Sacrificing a huge amount of firepower is only recomended when you know you'll be facing a GC heavy opponent (or have a cunning plan of flank marching a SH gunline or some such). A very situational weapon, so its usefulness is questionable.
Looks cool though.
The Stompa
The Stompa deserves a seperate section, as it has the considerable advantage of being able to hit everything in assault with its TCC. It is also able to be loaded full of boyz, so in this case you want to rush the enemy with your titan.
Tactics are nice and simple - rush the Stompa forward, firing as you go surrounded by boyz and wagons. Put a Mek with KFF inside for a 4+ cover save and watch all the firepower you'll be attracting go to waste. The (fearless) horde surrounding you will deter all but the most persistant of assaults, and the Stompa can be used as a sledgehammer to drive into a foe, tankshocking vehicles and men out of the way to allow the rest of the boyz in for a stoush.
The Big Mek Stompa is more akin to the Imperial versions, but should still keep near the front of the attack. Being an Effigy of Gork (or possibly Mork) means the nearby boyz will all be fearless, so nice and difficult to kill.
In effect the Stompa is less a gun platform and more a giant battlewagon with bigger dakka and choppa.
Heirodoodles
Run forward, shoot things, eat other things. Do I really need to say this?
But in seriousness, it's all about priority. If your opponent sets down an Imperator on the far side of the board, don't worry. Flank march a 750pt Heirodule into it and laugh as his 4000pt monstrosity can't shoot or move as you just locked it in assault.
The flip side of the assault-lock tecnique is that it may become a tar-pit if you keep turning up 1s on the damage chart. None of the 'nid GCs have a StrD attack, so if the dice are not kind it can become a very protracted affair. However as I said earlier if the titan isn't shooting it might as well be dead, as it's out of the game.
You need to weigh up if you can afford the potential loss of a GC to keep it out of the game. A GC that isn't assaulting and killing lots of things is not living up to its potential. In the same way it may be better for the titan to kill the infantry and the meltagun vets to kill the Stompa, it may be better for the Heirodule to kill the infantry platoon in a massive multiple assault and let the Carnifexes chip away at the Warhound.
Summary
Shooty titans: avoid assault - put up a protective screen and be prepared to sacrifice units to tie up threats.
Assaulty things: Make sure that when you assault a SH or similar you shouldn't be using the prodigous killing power on more, seemingly less worthy, targets. Use them to support the rest of your army.
Tuesday, 28 July 2009
Rainbow Warriors - Chapter Variance
A lengthy dissertation on the nature of the Rainbow Warrior's character and attitude, and why it is so.
Philosophical Variance
The chapter was founded from a lost, injured and isolated fragment of another chapter. The marines who became the first Rainbow Warriors leant a valuable lesson – that self sufficiency and contingency were paramount to survival. To this end the chapter is highly de-centralised, with every fortress being able to produce arms and armour in its forges, every company able to fight alone and un-aided. When travelling in great numbers command elements are spread across as many ships as possible, so the loss of one won’t cripple the command structure. Each trooper is taught not only to follow orders, but to adapt as the situation warrants and use their initiative where needed.
Similarly the troopers are taught many other skills not necessary to the immediate task of being a warrior. They are encouraged to learn Imperial history, as well as those of subjugated and destroyed xenos races, to better understand how the currents of history repeat and intercept inevitable strife before it happens. Individual troopers are encouraged to retain skills held before induction (many having apprenticeships or similar) into the chapter, so that they do not totally lose their humanity and can still relate to those that they protect. This is viewed by more codex chapters as an unnecessary and dangerous distraction from training for war, but the chapter maintains its stance that marines should stand as paragons of humanity in all things, not simply the art of war.
Also keeping with this theme, the chapter recruits from as many different worlds as are available at any given time. The idea is to have the largest pool of skills, ideas and mindsets as possible so that the chapter is always receiving fresh ideas and outlooks to expand its knowledge and skills, rather than becoming locked in a predictable pattern.
Organisational Variance
The Rainbow Warriors diverge significantly from the Codex Astartes, mostly in organisation rather than tactics.
Companies 2-9 are all battle companies, and each has integral armoured units rather than drawing on a central vehicle pool. Each of the companies is designed to be a full army in its own right, and able to fight any threat without having to draw on a secondary force (although they are often supplemented by the 1st and 1th companies).
The 1st company is not made up of veterans, but rather of specialists. While many are veterans, it is not a mandatory requirement for posting to the company. 1st company is also oversized, the extra numbers being composed of dedicated long range recon units, as well as elite teleport assault troopers and combat engineers that attach to the battle companies for specialist support. 100 Terminators are kept in 1st company, but are seldom fielded in open battle. They are usually too busy intercepting hulks and pirate shipping to be spared in such a manner. Entry to the Terminator Corps, as it is known, is open after five years of regular service though may be given earlier to talented candidates (such as hive world tunnel fighters).
Training focuses on fighting in enclosed spaces and in unknown, highly variable environments as would be expected on space hulks. This training first takes place on the numerous derelict ships above Prism (the chapter homeworld), and then on various off world locations. Ranks are highly varied, with many more officers and Sergeants than the line companies. This, coupled with the small, elite nature of the Terminator strike groups makes any definitive rank guide within the company pointless.
10th company is still the training company, although it too is larger, as there is a higher rate of attrition in the Chapter – both amongst scouts and line troopers. When a company goes on patrol it almost always takes a compliment of scouts to train and replace losses in the field without having to return home. Scouts are ranked as Probationary Trooper, though are always referred to as Trooper. They perform the traditional role of light recon and ambush, as well as guerrilla warfare and commando raids. Long range recon is usually handed over to teams from 1st company however.
The chapter has a single overall commander, officially known as the Chapter Captain, but usually referred to as Commander. This is because on any operation where he is present the Chapter Captain will be the Commander, so it is a simpler way of referencing them. He is nominally the 1st company’s Captain, although there may be another individual in the company who holds this rank in the Terminator Corps (or even two or three), as well as numerous Lieutenants.
The Medicae is commanded by the Apothecary General, the most senior and learned Apothecary in the Chapter. He is responsible for maintaining the chapter’s geneseed, although with the chapter’s habit of decentralisation this really means he maintains the largest store at the Storm of Wonder full time, with checks on the other stores at regular intervals. All other members of the Medicae are simply ranked Apothecary, as their duty is a selfless one and not performed for any personal glory. The Medicae also maintains a large number of inducted staff to perform the more routine tasks and to care for the other inducted staff. Most of the troops refer to the staff of the Medicae as medics.
Geneseed Variance
The Rainbow Warrior’s geneseed is from the Imperial Fists, but retains all the implants, having lost none due to mutation. It is also noted as being faster acting than most chapter’s, with the implant process being able to performed quicker. This is believed to be a result of the chapter preserving much of the knowledge of the process since the Heresy from descending into mysticism. Some of the implants do seem less potent, however. This is most notable in the marine’s healing, which while far superior to an un-augmented human’s, is noticeably slower than the majority of chapters. This results in a higher casualty rate (and longer healing times), but is balanced out by the faster recruiting process.
Rainbow Warriors and the Imperial Cult
One of the most notable traits of the chapter is in their veneration of the Emperor. Being isolated shortly after the Heresey, the chapter missed the founding of the Ecclisiarchy and the deification of the Emperor. As such the chapter idolises the Emperor – as a paragon of humanity to whom they aspire (alongside his sons the Primarchs), but not a god. This has blurred over time as recruits indoctrinated into the Imperial Cult have been recruited, and the Emperor is now viewed as a mortal man who achieved perfection unto a god, but is still a man. This retains his indisputable humanity and honours his secularism (as preserved in the records of the Librarium), but avoids having to crush bone deep faith. This is usually presented by the Chaplainry as the lay people not having the full story (which is true), and not being able to distinguish perfection in humanity from a god.
By denying the divinity of the Emperor the Chapter has earned the enmity of the Ecclesiarchy, but their independence as a Marine Chapter and retained knowledge from the Heresy, which has earned them the protection of the Mechanicus, keeps this to meaning the two forces never mix.
... and the Imperial Populace
The Rainbow Warriors were first hailed by the populous of Prism as divine angels of light, sent by the Sun Emperor to protect them. This mindset has stuck, with the chapter viewing its mission to not only defeat the foes of man at every turn, but to protect as many people as they can (usually by destroying said foes). This is not to say they would ever spend time defending a rural hamlet when they would be better used at the governor’s palace, but that they do not forget that they were once people like those they fight around, and that it for them they fight.
The Rainbow Warriors have dominion over three habitable worlds in a small cluster known locally as the tri-system. The main is Prism, a world that descended into barbarism during the Dark Age of Technology, but was only briefly contacted by Imperial forces before the Heresy, then attacked by eldar exopdites. Sections of the world remain at a near primitive level, but others have developed sophisticated agriculture and simple industrialisation.
This is the site of the chapter’s main base, the crashed cruiser Storm of Wonder. There are four other bases scattered across the planet in remote areas far from human settlement. This world has no Imperial presence save the chapter itself.
The second is Hope Springs, an agri-world that was partially ‘Imperialised’ before the Heresy, but complete transformation was never completed. The chapter maintains two bases on this world, in concert with an Imperial Governor.
The third is Forbett III, a hive world that produces much of the manpower for the chapter. One small base is held permanently in the main spire, though several training stations are kept, but not always in use.
The chapter stays apart from the populace of Forbett III, but is quite involved with the populations of their other two worlds. On Hope Springs Scouts will often have their first ‘live’ exercise, hunting down the dangerous creatures that often attack the herds of multi-tusked octopods or their farmers. Individual scouts are often pitted against each other by being dropped alone and unarmed near a village and seeing who can defeat the other. It is often an early indicator of potential officers as to whether the scout approaches the locals to aid them or not, as the scouts are under strict orders not to harm any civilians, making them potent allies.
Outside of this injured marines often work in the villages to rebuild their strength and in keeping with the chapter’s philosophy learn as much as they can. Many recruits come from Hope Springs, and they can petition to be posted to their home if the situation arises. They can also ask to not be posted their if they so choose.
On Prism the cultures and terrain are far more varied. The main base is located by the ocean in deep jungle, home to a primitive society of stone working farmers. They believe the Marines to be mighty warriors sent by the Sun Emperor to protect them, and it is a great honour to be chosen to travel to the stars and fight the enemies of their god. They have stayed as they were found, not advancing their technology as they do not need it (and their benefactors see no need to aid them), and divided into numerous complex clans.
Each summer the young men and women who wish to be warriors of the rainbow fight in mock battles to prove their worth. Still others display skills at art and craft in the hope of being accepted as apprentices to decorate the armour and repair the weapons in the mighty fortress. This provides a readily available pool of able recruits for Marines, but to fill the ranks of lay workers needed by the chapter.
The communities of the south are primarily farming villages, though with the burgeoning of industry only held back by lack of mineral wealth. The population here is ruled by hereditary lords and kings, with each small territory proudly boasting of the great heroes of the chapter that come from its borders. The rulers of this fiefdoms can petition the local garrison (deep in a forbidding mountain range – so such a task is not taken lightly) for aid if needed, such as constructing bridges or during times of drought. This is almost always answered, except when the chapter is at war.
With many of the chapter’s number coming from the region they speak local dialects and know local skills and customs, allowing a great familiarity with the people. Also injured and off duty marines are often posted to these villages in the same manner as Forbett III. The young folk here are screened regularly (once or twice a year, depending on the populace) and potential recruits are then more thoroughly examined and taken. One notable difference here is that the potential recruits must show a willingness to become a marine or they will not be taken, regardless of geneseed compatibility.
Most of the rest of the world is uninhabited, the people dying out during the Age of Strife or the Eldar attack following the Heresy. Vast tracts of forests, mountains and plains cover the northern reaches, bordered by rocky deserts to the south and polar tundra to the north. The remaining three bases occupy these areas, each totally self sufficient as is the chapter’s philosophy.
Philosophical Variance
The chapter was founded from a lost, injured and isolated fragment of another chapter. The marines who became the first Rainbow Warriors leant a valuable lesson – that self sufficiency and contingency were paramount to survival. To this end the chapter is highly de-centralised, with every fortress being able to produce arms and armour in its forges, every company able to fight alone and un-aided. When travelling in great numbers command elements are spread across as many ships as possible, so the loss of one won’t cripple the command structure. Each trooper is taught not only to follow orders, but to adapt as the situation warrants and use their initiative where needed.
Similarly the troopers are taught many other skills not necessary to the immediate task of being a warrior. They are encouraged to learn Imperial history, as well as those of subjugated and destroyed xenos races, to better understand how the currents of history repeat and intercept inevitable strife before it happens. Individual troopers are encouraged to retain skills held before induction (many having apprenticeships or similar) into the chapter, so that they do not totally lose their humanity and can still relate to those that they protect. This is viewed by more codex chapters as an unnecessary and dangerous distraction from training for war, but the chapter maintains its stance that marines should stand as paragons of humanity in all things, not simply the art of war.
Also keeping with this theme, the chapter recruits from as many different worlds as are available at any given time. The idea is to have the largest pool of skills, ideas and mindsets as possible so that the chapter is always receiving fresh ideas and outlooks to expand its knowledge and skills, rather than becoming locked in a predictable pattern.
Organisational Variance
The Rainbow Warriors diverge significantly from the Codex Astartes, mostly in organisation rather than tactics.
Companies 2-9 are all battle companies, and each has integral armoured units rather than drawing on a central vehicle pool. Each of the companies is designed to be a full army in its own right, and able to fight any threat without having to draw on a secondary force (although they are often supplemented by the 1st and 1th companies).
The 1st company is not made up of veterans, but rather of specialists. While many are veterans, it is not a mandatory requirement for posting to the company. 1st company is also oversized, the extra numbers being composed of dedicated long range recon units, as well as elite teleport assault troopers and combat engineers that attach to the battle companies for specialist support. 100 Terminators are kept in 1st company, but are seldom fielded in open battle. They are usually too busy intercepting hulks and pirate shipping to be spared in such a manner. Entry to the Terminator Corps, as it is known, is open after five years of regular service though may be given earlier to talented candidates (such as hive world tunnel fighters).
Training focuses on fighting in enclosed spaces and in unknown, highly variable environments as would be expected on space hulks. This training first takes place on the numerous derelict ships above Prism (the chapter homeworld), and then on various off world locations. Ranks are highly varied, with many more officers and Sergeants than the line companies. This, coupled with the small, elite nature of the Terminator strike groups makes any definitive rank guide within the company pointless.
10th company is still the training company, although it too is larger, as there is a higher rate of attrition in the Chapter – both amongst scouts and line troopers. When a company goes on patrol it almost always takes a compliment of scouts to train and replace losses in the field without having to return home. Scouts are ranked as Probationary Trooper, though are always referred to as Trooper. They perform the traditional role of light recon and ambush, as well as guerrilla warfare and commando raids. Long range recon is usually handed over to teams from 1st company however.
The chapter has a single overall commander, officially known as the Chapter Captain, but usually referred to as Commander. This is because on any operation where he is present the Chapter Captain will be the Commander, so it is a simpler way of referencing them. He is nominally the 1st company’s Captain, although there may be another individual in the company who holds this rank in the Terminator Corps (or even two or three), as well as numerous Lieutenants.
The Medicae is commanded by the Apothecary General, the most senior and learned Apothecary in the Chapter. He is responsible for maintaining the chapter’s geneseed, although with the chapter’s habit of decentralisation this really means he maintains the largest store at the Storm of Wonder full time, with checks on the other stores at regular intervals. All other members of the Medicae are simply ranked Apothecary, as their duty is a selfless one and not performed for any personal glory. The Medicae also maintains a large number of inducted staff to perform the more routine tasks and to care for the other inducted staff. Most of the troops refer to the staff of the Medicae as medics.
Geneseed Variance
The Rainbow Warrior’s geneseed is from the Imperial Fists, but retains all the implants, having lost none due to mutation. It is also noted as being faster acting than most chapter’s, with the implant process being able to performed quicker. This is believed to be a result of the chapter preserving much of the knowledge of the process since the Heresy from descending into mysticism. Some of the implants do seem less potent, however. This is most notable in the marine’s healing, which while far superior to an un-augmented human’s, is noticeably slower than the majority of chapters. This results in a higher casualty rate (and longer healing times), but is balanced out by the faster recruiting process.
Rainbow Warriors and the Imperial Cult
One of the most notable traits of the chapter is in their veneration of the Emperor. Being isolated shortly after the Heresey, the chapter missed the founding of the Ecclisiarchy and the deification of the Emperor. As such the chapter idolises the Emperor – as a paragon of humanity to whom they aspire (alongside his sons the Primarchs), but not a god. This has blurred over time as recruits indoctrinated into the Imperial Cult have been recruited, and the Emperor is now viewed as a mortal man who achieved perfection unto a god, but is still a man. This retains his indisputable humanity and honours his secularism (as preserved in the records of the Librarium), but avoids having to crush bone deep faith. This is usually presented by the Chaplainry as the lay people not having the full story (which is true), and not being able to distinguish perfection in humanity from a god.
By denying the divinity of the Emperor the Chapter has earned the enmity of the Ecclesiarchy, but their independence as a Marine Chapter and retained knowledge from the Heresy, which has earned them the protection of the Mechanicus, keeps this to meaning the two forces never mix.
... and the Imperial Populace
The Rainbow Warriors were first hailed by the populous of Prism as divine angels of light, sent by the Sun Emperor to protect them. This mindset has stuck, with the chapter viewing its mission to not only defeat the foes of man at every turn, but to protect as many people as they can (usually by destroying said foes). This is not to say they would ever spend time defending a rural hamlet when they would be better used at the governor’s palace, but that they do not forget that they were once people like those they fight around, and that it for them they fight.
The Rainbow Warriors have dominion over three habitable worlds in a small cluster known locally as the tri-system. The main is Prism, a world that descended into barbarism during the Dark Age of Technology, but was only briefly contacted by Imperial forces before the Heresy, then attacked by eldar exopdites. Sections of the world remain at a near primitive level, but others have developed sophisticated agriculture and simple industrialisation.
This is the site of the chapter’s main base, the crashed cruiser Storm of Wonder. There are four other bases scattered across the planet in remote areas far from human settlement. This world has no Imperial presence save the chapter itself.
The second is Hope Springs, an agri-world that was partially ‘Imperialised’ before the Heresy, but complete transformation was never completed. The chapter maintains two bases on this world, in concert with an Imperial Governor.
The third is Forbett III, a hive world that produces much of the manpower for the chapter. One small base is held permanently in the main spire, though several training stations are kept, but not always in use.
The chapter stays apart from the populace of Forbett III, but is quite involved with the populations of their other two worlds. On Hope Springs Scouts will often have their first ‘live’ exercise, hunting down the dangerous creatures that often attack the herds of multi-tusked octopods or their farmers. Individual scouts are often pitted against each other by being dropped alone and unarmed near a village and seeing who can defeat the other. It is often an early indicator of potential officers as to whether the scout approaches the locals to aid them or not, as the scouts are under strict orders not to harm any civilians, making them potent allies.
Outside of this injured marines often work in the villages to rebuild their strength and in keeping with the chapter’s philosophy learn as much as they can. Many recruits come from Hope Springs, and they can petition to be posted to their home if the situation arises. They can also ask to not be posted their if they so choose.
On Prism the cultures and terrain are far more varied. The main base is located by the ocean in deep jungle, home to a primitive society of stone working farmers. They believe the Marines to be mighty warriors sent by the Sun Emperor to protect them, and it is a great honour to be chosen to travel to the stars and fight the enemies of their god. They have stayed as they were found, not advancing their technology as they do not need it (and their benefactors see no need to aid them), and divided into numerous complex clans.
Each summer the young men and women who wish to be warriors of the rainbow fight in mock battles to prove their worth. Still others display skills at art and craft in the hope of being accepted as apprentices to decorate the armour and repair the weapons in the mighty fortress. This provides a readily available pool of able recruits for Marines, but to fill the ranks of lay workers needed by the chapter.
The communities of the south are primarily farming villages, though with the burgeoning of industry only held back by lack of mineral wealth. The population here is ruled by hereditary lords and kings, with each small territory proudly boasting of the great heroes of the chapter that come from its borders. The rulers of this fiefdoms can petition the local garrison (deep in a forbidding mountain range – so such a task is not taken lightly) for aid if needed, such as constructing bridges or during times of drought. This is almost always answered, except when the chapter is at war.
With many of the chapter’s number coming from the region they speak local dialects and know local skills and customs, allowing a great familiarity with the people. Also injured and off duty marines are often posted to these villages in the same manner as Forbett III. The young folk here are screened regularly (once or twice a year, depending on the populace) and potential recruits are then more thoroughly examined and taken. One notable difference here is that the potential recruits must show a willingness to become a marine or they will not be taken, regardless of geneseed compatibility.
Most of the rest of the world is uninhabited, the people dying out during the Age of Strife or the Eldar attack following the Heresy. Vast tracts of forests, mountains and plains cover the northern reaches, bordered by rocky deserts to the south and polar tundra to the north. The remaining three bases occupy these areas, each totally self sufficient as is the chapter’s philosophy.
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Rainbow Warriors - Uniforms & Identification

How to spot a Rainbow Warrior (aside from the helmet)
Each branch of the company has its own distinctive markings to easily identify it, usually by colour.
The basic uniform is worn by line Troopers. It is navy blue, with the winged lightning bolt on the right shoulder in white. Shoulder pauldron trim and the right knee are in company colours, while the chest eagle is in steel. The left shoulder bears the Trooper’s squad designation. It takes the form of a vertical line (red – tactical, green – devastator, yellow – assault) bordered by company colours. The second fire team has this scheme inverted.
A trooper’s rank badge(a yellow chevron) is found on the shoulder, forearms or left knee (and often omitted entirely by troopers). The helmet bears the distinctive rainbow pattern of the chapter – it is painted on by each Trooper when they graduated to full active status as a mark of becoming a full marine. As a result the exact number of stripes varies, but it is generally white, yellow, orange, red, green, blue.
Squad veterans have the muzzle of their helmet painted dark red, and a red diamond added to their rank chevron.
Sergeants have their helmets painted white, and add a pair of upright bars to their chevron. Veteran Sergeants add a red diamond to their stripes. Master Sergeants top this with a curved bar, and the Company Sergeant adds a skull device to the centre.
Officers have their helmet painted black, and do not wear squad markings on their left shoulder. These are replaced by their rank badge, which is always displayed. The Lieutenants have a yellow skull device, with the company number in the forehead. The 1st Lieutenant has a stylized halo added, Captains add a wreath below the skull. Additionally the chapter icon is rendered in blue over white for officers, and often for the command squad, though this is a company by company decision (and sometimes only certain members of the squad will adopt this).
Commanders replace their left shoulder guard with a skull headed eagle device in steel or silver. This is a temporary measure for the duration of their tenure. Once they are no longer Commander of their task force they relinquish the rank and revert to their normal heraldry.
Vehicle crews all have one or both shoulders painted a dark red, to show their mechanicus training (and often feature mechanicus icons), but otherwise follow the same guidelines as infantry. Where both shoulders are painted the chapter icon will be displayed on the left knee. While some more orthodox chapters would view not displaying the chapter icon on the shoulder unusual or even offensive, almost all Rainbow Warriors consider the rainbow helmet to be as much (or more) a chapter symbol as the lightning bolt.
The other branches of the company all follow a similar identification scheme, with the forearms and shins of the armour being painted in a distinctive colour. This often includes patterning or other areas of the armour to indicate ranking within the branch itself.
The Chaplainry’s colour is black, and Field Police have black forearms, shins and shoulder pads. Their icon is a red and yellow stylised flame. Chaplains wear all black, save for their helmets, which retain the chapter’s unique colouring and feature the distinctive skull mask - though this is often painted on, with some Chaplains unwilling to part with their own armour. Their badge is a white skull, and they have the chapter badge in white on their right shoulder. Company number is rendered in white over black on the right knee. Of note is that when a Chaplain dies (or more likely, is killed) and another takes his place the new Chaplain takes the name of the old. As such the honour of the Chapter never dies, and the number of Chaplains stays at a fixed amount.
Techmarines wear red, with increasing amounts as their rank increases. The right shoulder and helmet are always kept in chapter colours however, as the right knee is in company colours. On their left shoulder is the mechanicus icon over red.
The Librarum’s colour is yellow, and their icon is a yellow horned skull. As many Lorekeepers forego helmets due to the fitting of their psychic hoods, they often feature the rainbow pattern on knee guards, collars or other areas of their armour.
The Medicae facility wears white and bears the sacred double helix in yellow (often over red). They wear no other rank insignia or company identification, as their duty is not for glory and beyond any bounds.
Where a trooper falls into two areas they wear both colours, so a member of the Chaplainry who is also a psyker will have yellow and black markings. This is fairly rare however, as most drivers for the different sections come from the company motor pool.
When off duty the uniform is a dark blue coverall, with a black belt and boots. Epaulettes are trimmed in company colour, and feature the rank badge. The chapter icon is worn on the right sleeve, the company number on the left. Sergeants and officers have their rank badge displayed below the chapter and company icons. Headgear is a blue field cap with a rainbow design on the front upper section. Specialists wear a coloured brassard on the left arm that corresponds to their division - red for Techmarines and vehicle crews, yellow for Librarium, white for the Medicae, black for Field Police. The specialist’s icon is also displayed on the epaulettes.
Chaplains wear an all black coverall, but retain the chapter and company icon. They display a white skull on their epaulettes.
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Rainbow Warriors - Command Structure

It's actually far more complicated than it looks...
The Commander is the overall head of the task force – the most senior Captain usually. Each Captain commands their battle company, assisted by their 1st and 2nd Lieutenants. The 1st Lieutenant is the most senior, and often commands the company in the Captain’s absence, or a smaller battle group in a different theatre. The 2nd Lieutenant is usually a part of the company command squad, and acts as a tactical officer – disseminating information for the Captain to act upon.
This is viewed as a place to gauge a potential Captain’s tactical acumen while still being under the watch of an experienced officer.
Each Company has a Company Sergeant and Armoury Sergeant. They are the representatives of the ‘regular’ troopers at command level. While higher ranking it is more an honorary title, although their tactical insight is greatly valued, with each being a master in their field (infantry and armour respectively). The Company Sergeant is usually a part of the command squad, functioning as a bodyguard of sorts to the Captain. The Armoury Sergeant commands whatever vehicle is most appropriate for the situation. The Land Raider or Predator are the most favoured mounts. While Company Sergeant is also a distinct rank (one per company), the Armoury Sergeant is of Master Sergeant rank.
The main rank and file troopers are commanded by their Sergeants. A Sergeant is upgraded to Veteran Sergeant after ten years of service as a Sergeant, but this is more of a honorary upgrade than conferring a higher rank. A more junior Sergeant will usually defer to a Veteran Sergeant however.
Second in command to the Sergeant is the Squad Veteran. This is an experienced or exceptionally skilled trooper, often an ex-Sergeant who leads the squad’s second fire team. A Sergeant may be demoted to Veteran after sustaining a serious injury that took them off active duty long enough that a replacement needed to be found (likely the previous Squad Veteran). This is fairly common, and is not viewed as a loss of honour or status. A trooper must have seen five years active service to qualify as a Squad Veteran. The remaining troopers are all of the same rank (Trooper), and form the main body of the company.
The vehicle pool (tanks, artillery, bikes, speeders etc) is nominally commanded by the Armoury Sergeant. In reality they usually serve as a tactical commander during battle of any armoured pushes and assaults. Most units report directly to the company command and are given a fair degree of autonomy in their actions, particularly the recon elements. Internal command structure is often quite malleable with each squadron often being broken up amongst different battle groups. When they fight as a squadron, however, each squadron has a senior officer who co-ordinates the group of vehicles as directed by company command.
Vehicles will have a chain of command internally, however with only two or three troopers per vehicle it is fairly straight forward. The main exception to all this is transport vehicles – while a Rhino crewman would ostensibly be under the command of the Armoury Sergeant, they are subordinate to their transported squad’s Sergeant.
The Forgemaster is in command of the company’s techmarines, and as such the company’s maintenance and repair facilities. When the company is broken up into battle groups, the company’s techmarines are broken up along with it, and come under the charge of the battlegroup’s commander.
The Chaplainry is separate again from the normal command structure. The Chaplains attached to each company (usually 1-4) operate independently of all but the Captain. Most Captains allow their Chaplains a degree of autonomy, as they usually know where best to put themselves. However the Captain is free to order company Chaplains where they see fit. A Lieutenant can give orders to a Chaplain, and they will likely be obeyed, but it is considered bad form unless the Captain is absent/incapacitated.
The Field Police are a small force of aspirant Chaplains responsible for general discipline amongst the troopers (behaviour, weapon maintenance etc), and directing the company when it moves. They will often land in a drop zone first to establish a secure site for Thunderhawks and other heavy transporters to land. They are under the direct command of the Chaplains, but as the situation demands will be placed under command of any officer.
The Libraium is staffed by the company’s Lorekeepers (usually 2-4), the most senior of whom is titled Loremaster. They are tasked with tactical analysis, strategic overview and communications. Additionally they function as the Chapter’s record keepers. To assist in this task the Librarum is staffed with numerous (6-12) Scribes, non augmented, non psychic inductees into the chapter’s ranks.
Of special note are the Venerable Troopers – or Dreadnaughts. They exist outside of the command structure in a similar fashion to the Chaplainry and Librarium, but as individuals. They fulfil a command role similar to the Company Sergeant (a wise advisor), but are obviously able combatants. They are generally allowed free reign of where they fight in a similar manner to Chaplains.
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Wednesday, 8 July 2009
Choosing Titan Weapons, pt 1
Why not start things off with a bang?
Choosing the weapons for your titan can be a somewhat daunting task (unless you magnetise them!), and one not to be taken lightly. Range, damage, mission purpose and looks all factor into it. Availability is another, as until recently not all options were available (the Mars Warhound only recently got turbolasers and the inferno gun).
Range
Range is obviously important, it means you can hit him before he can hit you. However range is seldom something a titan need worry about - the minimum range on any weapon outside the INF is 72", easily outstripping most foes. However choosing a weapon for its great range (say the 360"/30' on the AML) is pointless if the board is only 96"/8' long at the most. Consider the board and how it will be set out in your choice.
Damage (Strength, AP, Blast)
A farily easy one, StrD across the board! However should you not want to field a turbolaser wielding monster of death there are some good points for the 'weaker' weapons. For example, the MTC has S10, AP1, a 10" blast and always rolls 10+2D6 for AP - great for vapourising tightly packed formations of armour and heavy infantry alike. The large blast is a good thing to consider too.
The PBG however, can fire two 7" blasts, which while not as effective at killing vehicles can really put the hurt on instant-death immune multi-wound foes (think Tyranid Warriors) and other hardy foes (nobz, bikers, MEQs etc).
A weapon like the ING is idea for close range urban battles where being a template weapon can come into its own angainst infantry and vehicles are less common.
The turbo-laser family is death to armoured foes and MEQs, but has the smallest blast, in number and size, of the weapons. Against a horde army a 'good' scatter would waste all the killing on a single foe, where a seemingly 'lesser' weapon would suffice.
Rate of Fire
A single shot from a MTC may be great at wiping out gaunts, but the GTB can put down six templates to layer on wounds against a Nidzilla list. Always try to anticipate how best to kill the most amount of stuff with the fewest shots. One round from the GTB to take out the Carnifexes, or three or four from the MTC? Conversely one shot from the TTLs to erradicate the Baneblade, or watch as all the shots in the world from the VMB bounce harmlessly off it?
Mission Purpose
What is your Titan there to do? Take out other superheavies, clear objectives of infantry or a bit of both? Almost all the titan weapons can do both, but some are better than others. The supporting army also comes into play here and will be discussed in more detail later. A Warhound with two ING would be uselss on the backline while up close the massive blast of the PBG can be just as dangerous to the firer as the target
Some pretty basic advice, but I shall be expanding from these foundations to review each weapon in detail as time goes on.
Choosing the weapons for your titan can be a somewhat daunting task (unless you magnetise them!), and one not to be taken lightly. Range, damage, mission purpose and looks all factor into it. Availability is another, as until recently not all options were available (the Mars Warhound only recently got turbolasers and the inferno gun).
Range
Range is obviously important, it means you can hit him before he can hit you. However range is seldom something a titan need worry about - the minimum range on any weapon outside the INF is 72", easily outstripping most foes. However choosing a weapon for its great range (say the 360"/30' on the AML) is pointless if the board is only 96"/8' long at the most. Consider the board and how it will be set out in your choice.
Damage (Strength, AP, Blast)
A farily easy one, StrD across the board! However should you not want to field a turbolaser wielding monster of death there are some good points for the 'weaker' weapons. For example, the MTC has S10, AP1, a 10" blast and always rolls 10+2D6 for AP - great for vapourising tightly packed formations of armour and heavy infantry alike. The large blast is a good thing to consider too.
The PBG however, can fire two 7" blasts, which while not as effective at killing vehicles can really put the hurt on instant-death immune multi-wound foes (think Tyranid Warriors) and other hardy foes (nobz, bikers, MEQs etc).
A weapon like the ING is idea for close range urban battles where being a template weapon can come into its own angainst infantry and vehicles are less common.
The turbo-laser family is death to armoured foes and MEQs, but has the smallest blast, in number and size, of the weapons. Against a horde army a 'good' scatter would waste all the killing on a single foe, where a seemingly 'lesser' weapon would suffice.
Rate of Fire
A single shot from a MTC may be great at wiping out gaunts, but the GTB can put down six templates to layer on wounds against a Nidzilla list. Always try to anticipate how best to kill the most amount of stuff with the fewest shots. One round from the GTB to take out the Carnifexes, or three or four from the MTC? Conversely one shot from the TTLs to erradicate the Baneblade, or watch as all the shots in the world from the VMB bounce harmlessly off it?
Mission Purpose
What is your Titan there to do? Take out other superheavies, clear objectives of infantry or a bit of both? Almost all the titan weapons can do both, but some are better than others. The supporting army also comes into play here and will be discussed in more detail later. A Warhound with two ING would be uselss on the backline while up close the massive blast of the PBG can be just as dangerous to the firer as the target
Some pretty basic advice, but I shall be expanding from these foundations to review each weapon in detail as time goes on.
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